Cortisol

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Posts posted by Cortisol


  1. knsscomp


    The knsscomp application is intended to be a cross-platform alternative to the various versions of nwnnsscomp that support compiling scripts for KotOR.

    If you are using Windows, I would recommend sticking with nwnnsscomp as that is the far more tested and stable solution for compiling script files. That is unless you wish to aid in the development, then continually using knsscomp will help find out bugs and make it stabler program overall.

    If you do encounter an issue with a compiled (such as the script not working the way intended in-game) and you have access to nwnnsscomp, then it is recommended to see if it works correctly if compiled with that program instead. If you believe the issue is with knsscomp itself, send the script file to Cortisol on Deadlystream or Discord and he will investigate.

    This compiler has the include scripts and nwscript data embedded within the program and so it is not necessary to bundle them in the app folder. You can, however, include nwscript with the knsscomp as a way of the program automatically determining what game version.

    The optimize flag currently does nothing and is there as a placeholder for future versions to use.
     


     

    • Like 1

  2. I'm the developer for Holocron Toolset. Do you have Discord? I'd be happy to help you but it might be more efficient to work through the problem over that rather than a message board. If not, just send me a DM over Deadlystream.

    I'll need to grab what version of the game you have installed (GoG/Steam/CD) and on what platform (Windows/Mac). Also make sure you have the latest version of the toolset installed.

     

    • Like 2

  3. On 5/16/2022 at 8:39 PM, Erenna said:

    This tool seems genuinely amazing. I've wanted to play around with modding KotOR for a long time, but hopping between all the programs and files, and the apparent pain of putting new modules and maps together is really daunting.

    I've only played around with building a new indoor map, and I was excited to be able to load it up in game and run around.

    I was wondering -- is there a tutorial or explanation on how to go from that first, empty map, to populating it with NPCs and such? Or more generally, how to go from that empty map to a proper module that can be loaded into without a warp command and modified like the normal modules in the game?

    Sorry if this is a dumb question and I'm missing something obvious!

    Glad to see new people coming into the modding scene.

    There are some tutorials accessible through the main window via Help -> Instructions, however its mostly empty at the moment. I will try include a tutorial for adding area transitions in the next update.

    There are plenty of helpful resources on Deadlystream and on the backup versions of Lucasforums. Thor110 did a nice series of tutorials, some of it covering what you are asking for too. Note that since the toolset is relatively new, all the tutorials you will find will be based on using older tools such as Kotor Tool and K-GFF but a lot of the principles will still apply.


  4. I found this description from here.

    Spoiler

     

    It is generally accepted that the fact that we are not able to craft armor at the workbench in Kotor 2 is a bug. This MOD fixes this bug. Various basic armors can be crafted, depending on the level of your "Repair" skill.

    This MOD also adds the ability to craft basic lightsabers from level 15 and based on the "Awareness" skill. Level 15 is the level from which you can choose a prestige class. Normally, at this time, you have found the parts needed to make a first basic lightsaber, Bao-Dur has checked them for good condition, and he hassled you to make a new lightsaber (technique that you had studied but that you no longer dared to implement).

     

    Edit: Here is an archived page from filefront.


  5. Insanity Device


    INFO
    ================

    This mod adds three new armbands into the game:

    • The insanity device. Using this item will cause all NPCs in the module you are in to attack each other and the player.
    • The antagonist device. Using this item will cause all the NPCs in the module you are in to attack the player exclusively.
    • The pacify device. Using this item will cause all the NPCs in the module to become the best of friends.

    To get this item you can either use the giveitem cheat code (crt_insdev, crt_antdev, crt_pacdev) or you can buy them from Larrim, that annoying merchant in the Taris apartment who tries to sell you energy shields.

     

    INSTALLATION
    ================

    To install the mod, extract the files from the ZIP and run the TSLPatcher.exe file.

    If you want to keep the items but remove them from the shop, simply remove the larrim.utm file from your override after installing the mod.

     

    COMPATIBILITY
    ================

    No known issues.

     

    REDISTRIBUTION
    ================

    If you want this mod hosted on another site, please contact me first. Feel free to use whatever parts from this mod you want into your own, larger mod.

     

    CREDIT
    ================

    Made by Cortisol using the Holocron Toolset. Inspired by this reddit post.

     

     

     


    • Submitter
    • Submitted
      04/27/2022
    • Category
    • K1R Compatible
      Yes

     

    • Like 2

  6. 9 minutes ago, Salk said:

    The error happened when I tried to download the archive from Deadlystream.

    I have just learned that it is my AntiVirus (Avast) that caused this error.

    I could download the latest version after temporarily disabling it but it is still weird because I can download other files from Deadlystream without problems.

    Yeah if you look at this virus scan report on the download page, AVG and Avast don't seem to like the toolset executable. Getting false positives just seems to be the nature of converting Python code into EXEs (If you are curious to why, you can google "PyInstaller virus").

    Just disable you antivirus when you download the file and reenable it afterwards and you should be good to go.

    • Like 1

  7. 1 hour ago, Salk said:

    If I am not mistaken, you have already released version 2.0.2 in mid April and the latest update has the same version number.

    Whoops. I forgot to increase the version number on the download page when I uploaded the update.

    1 hour ago, Salk said:

    Also, I get a "Failed - Network error" "The site can't be reached" message when I try to download the latest version. 

    I'm a bit confused, this error occurs when you try to download the ZIP file from Deadlystream? Or when you try open the unzipped files? Edit: Rereading it sounds like thats an error downloading the file through the browser... Are you able to download other files from DS?

    • Like 1

  8. New update is released containing a bunch of fixes for bugs reported by the community. Also included as a couple of new tutorials and a new kit containing the models from the Jedi Enclave.

    Note that currently the map builder is bugged for TSL. You can create and build maps, but for reasons unknown at the moment the module editor loads the models incorrently even though it works fine ingame.

    Edit: The Kit Downloader seems to be bugged as well, only downloading the Jedi Enclave models. Direct downloads are provided below, extract them directly to the toolset's /kits folder.


  9. 11 hours ago, Arctrooper209 said:

    Oh wow, this looks really cool. I've been playing Neverwinter Nights lately and the toolset that comes with it is so useful. Would be nice to have something even close to that functionality.

    One question though, I see all the screenshots seem to be of KOTOR 1 assets. Is this designed primarily for the first game or will it work for the second as well?

    Everything is designed to work for both games.

    • Like 1

  10. 4 hours ago, Jj117 said:

    another dumb question. So i tried adding an NPC at peragus first level which is 101per just to test if it works or not. The whole game crashes if i try adding an NPC. I have moved the git file on module and rims although i have the TSLRCM installed it does not edit the first level.

    Okay, I made a mistake when I released the new version, It should be corrected. Try redownload the toolset again (under "Holocron Toolset v2.0.2 Windows Reupload") and see if it crashes.

    2 hours ago, mikeyok67 said:

    I am referring to the camera and I followed your instructions and I am still not moving. the module editor freezes for a minute anytime I click on anything. I am not sure what the issue is. This happens everytime I load a module. I have tried 203tel.mod, 204tel.mod, 101per.mod.

    thanks for the toolset btw, besides my issue with the module editor this toolset is awesome.

    That is strange. Just to clarify: Does it freeze when you click anywhere in the window or only when you click the 3D view. If possible, could you see if the problem persists when you open a K1 module. Finally, in the folder where the toolset is contained, check if there is a file named something like "errorlog.txt" and if there is could you DM me it.

    --

    Just a word of caution; the module editor does not seem to open MOD/RIM files that have capital letters (all vanilla TSL modules do, but TSLRCM modules do not). I'll try have this fixed in the next version. Thanks for all your patience and support.


  11. 10 hours ago, mikeyok67 said:

    For the module editor. I have loaded a tsl module and everytime I attempt to move it takes an extreme amount of time to load. I am loading it from an ssd with 32gbs ram at 3600mhz busspeed. I am unsure if it is my system or lag in computing. I saw your video and it seems like I may be doing something wrong. how do you move? is it possible to have the module editor have a view that is similar to the kotor tool module editor? I guess the last one is similar to the .git editor but in the .git editor I can't create new items in said menu with the options that were in kotor tool. 

    Are you refering to moving the camera or an object? Which module have you tried editing? There should only be a brief lag spike the first time you move an object (as the toolset is loading the module's walkmeshes into memory).

    To move the camera hold the CTRL key and drag the cursor with the left mouse button down. To move an object do the same thing, just don't hold CTRL down. The full list of controls can be found in the help book (from the main window, not the module editor window, go Help -> Instructions).

    I do plan on adding a 2D view like the GIT Editor to the Module Editor eventually, but its not a high priority at the moment.

    • Like 1

  12. On 4/9/2022 at 9:33 AM, Jj117 said:

    ive managed to add NPCs on a level but i dont know how to make them equip weapons. Previously i used to make an npc carry (example a blaster rifle) and then enabling the modded feat ID: 93 on FEAT section but now i cant even open the "edit inventory" section while editing an NPC. Is it a problem from my end or is the app broken?

    I seem to have broken the inventory editor in one of the past updates, but it should be fixed in the latest release that just came out.

    On 4/9/2022 at 7:42 AM, mikeyok67 said:

    I have having issues with permissions to use this program. I am not sure what I need to do to get this to work.

    thank you in advance

    I'll need a bit more information to help you. You are running windows, I presume? What sort of permission issues? Are you getting an error when opening the program? If you can post a screenshot of the problem that would be great. Thanks.

    • Like 1

  13. 1 hour ago, Jj117 said:

    Where is the GIT file saved? 

     

    1 hour ago, Jj117 said:

    P.s. Where are we supposed to place the git file? is it on override or module folder?

    GIT file should not go into the override folder, it should stay in the MOD/RIM.

    If you have no mods installed you will have a single GIT file stored in a RIM file. If you have a mod like K1CP installed you will have two GIT files, one in a MOD and one in a RIM, the one in the MOD takes higher priority and is what will be used in the game. You can change which one you are editing by right clicking the file in the resource list (the greyed out one is the one that you are editing):

    assist1.png

    1 hour ago, Jj117 said:

    because when i try to add an npc it has the camera icon.  When i play the game the newly added NPCs dont show up. 

    How are you adding the NPCs/Creatures? Are you going through this menu?

    assist2.png

    Also, if you've visted the module before, it will not show up. You will need to use a save from before you entered the module.

     


  14. 2 hours ago, Jj117 said:

    do i need to restart the whole game again? because i added a new npc on Dantooine and the map refused to be loaded right after escaping from taris.

    No, there seems to be an issue with how the Module Editor saves GIT files. I'll try release a hotfix soon. For now, try opening the GIT file from the GIT Editor (rather than the Module Editor) and save it from there, that seemed to fix the issue for me.

    Edit: I think I see what the problem is. I'll try have a patch out sometime today.

    • Like 1

  15. 6 hours ago, Mephiles550 said:

    Glad to see that the new update is out, and way earlier than I expected. I'm incredibly excited to see what the modding community can do with a tool like this. I look forward to playing around with this when I get a chance. 

    I've decided to release earlier than intended since everything seemed to be mostly stable and I'm not going to have as much time to work on it in the coming weeks. I did have a long checklist of things I wanted to get done before release but that list was growing faster than I was crossing things off. Oh well.

    6 hours ago, Mephiles550 said:

    Edit: Dumb question, but is there a way to rotate individual parts/map models on the map builder? I saw you do it in your demo video, but I can only see the option to rotate the camera itself.

    Yeah sorry, I seemed to have missed that in the instructions. You can rotate the model by using the mouse wheel.

    On 3/29/2022 at 2:01 AM, Mephiles550 said:

    Thanks for the update! Could you clarify a little more about when you said "if you know what you are doing"? Do you mean like converting a MOD file to RIM? Or is there another way? Either way, how would you go about doing it? 

    To have a working module you need:

    • Area models with textures
    • .LYT file - Lists what area models to use and their coordinates
    • .VIS file - Basically lists which area models are visible when standing in a specific model
    • .ARE file - Stores some information about the module, like lighting
    • .GIT file - Stores list of creatures/placeable/doors/ect
    • .IFO file - Stores some information about the module including the name of which LYT/VIS/ARE/GIT files to use. Unlike the other files listed, this MUST be stored inside a ERF/MOD file and MUST be named "module.ifo". The ERF/RIM (doesnt matter which format) that stores the module.ifo file is what your are referencing when you type the warp cheat.

    Bioware left the files for the first 3 points in the game but not the last 3. So in order to get the module working you will need to create a new RIM or ERF file and add a IFO inside of it as well as the appropriately named ARE and GIT files. You can just copy these files from existing modules. The "Area_Name" and "Mod_Entry_Area" fields in the module.ifo should have their value set to "m19aa" as this is the name of both the LYT and VIS files that Bioware left behind. This also means you GIT and ARE files should be named m19aa. Once this is done, you should be good to go. Hope that made sense.

    7 hours ago, DarthDrija said:

    Hi, I downloaded the new version as you released it and it looked fine to me, until I tried to open the Map Builder, it doesn't open at all. I'm using the Ubuntu version. 

    Edit: Nevermind, i had to put two files in the ext folder, now it works, sorry for bothering you.

    Yeah I need to improve some of the error handling. Having some files missing may cause some silent errors to occur. Its important to copy all of the files in the zip.

    On 3/29/2022 at 11:12 AM, Jj117 said:

    Also is there a way to edit the skybox? Would be awesome if we can add republic fighters and cruisers in the sky to show why even the sith dont just pursue Revan and his followers to Dantooine.

    Not through the toolset, no. You need to edit the skybox model itself through something like Blender which is a whole other can of worms.

    • Like 2

  16. 35 minutes ago, Mephiles550 said:

    The Korriban tomb modules would be a good addition to the module editor. They follow a similar structure to that of the Sith base by being completely in-doors and share similar linearity. The interior areas of Taris could also work, like the apartments or the lower city. Beyond that, idk what would be similar and diverse enough to be considered without being too complicated. 

    Korrian tombs sounds good. The Hidden Bek/Black Vulkar would work well also.

    36 minutes ago, Mephiles550 said:

    How would someone add custom modules to for use in the module editor?

    To open a module you need a RIM/ERF/MOD file containing a module.ifo and then the ARE/GIT/LYT files need to be floating somewhere in the game files too. If you got those files, you are good to go. 

    42 minutes ago, Mephiles550 said:

    For example, the cut beta modules like the cut Tatooine temple/cave? Will they all load directly from the game's modules folder? 

    The cut module for tatooine actually lacks any RIM file, so in its current state it won't open. That said, if you know what you are doing, it shouldn't be too hard to get it to work:

    tat-cut-5.png

    tat-cut-3.png

    tat-cut-4.png

     


  17. 16 minutes ago, brents742 said:

    I suppose in theory one could recreate the Enclave with the toolset from the ground up and build from there. If I am understanding correctly.

    Correct. The main issue I suppose is that you risk all the coordinates in the module's GIT file and scripts no longer matching their intended location.

    If its just a few rooms your looking to add that serve as transitions to other modules, I could probably manually do it for you, just message me (DS or Discord) when the time comes. Otherwise your welcome to try recreating the existing layout through the map builder, it'd be a neat thing to see happen.


  18. 7 minutes ago, brents742 said:

    Including the Enclave rooms in danm13, the main floor, in this bundle would really allow for a more functionally complete Academy to be made. There are numerous doors that right now lead nowhere, but could be used to expand into areas like additional hangar areas, training dojos, mediation gardens. You name it. Sublevel would be nice too ;)

    I'll work on converting Enclave rooms next then. Although do note that can only create new areas, you can't edit existing modules. So for the Enclave modules packaged with the game if you want to add new rooms, you'll have to do this manually.


  19. Not much new to report, but (hopefully) will have a release out sometime in the first half of April.

    For the Map Builder, I plan on having the rooms from the Sith Bases (both Taris and Manaan) avaiable for the user to mix and match. However, after that I'm not sure what place to add next. So if you're interested in using the tool to create new areas, I'm more than happy to take suggestions on what models to make useable. 

    In addition to creating a layout for the rooms, the Map Builder tool also automatically fills in doors for the module and creates copies of the textures used in the models. This means you can retexture your unique module and not have it affect the models they were based on. Maps can be exported to both K1 or TSL regardless of what game the rooms your using originated from. Here is a video demonstrating how easy and quickly it is to use:

    As for the module editor, most of the core functionality is finished. You can create, edit, move around and delete things from any module you chose to open. The editor builds a tree of all resources connected to the module and you can change which version of the resource (eg. pick the resource stored in the override vs the .mod file) which will be reflected in the 3D view. You can also toggle what kind of instances are being rendered to the screen. A quick demonstation can be seen in the video below:

    Finally, if people are interested in contributing to the project, I would like to include tutorials packaged with the program the the user can browse through (simular interface to the instructions included in Kotor Tool). These tutorials can cover any aspect of modding, from texturing, to scripting, to in-depth module editing. Perferably they would also include screenshots showing how to accomplish the relevant task using to toolset. If anyone is interested in creating these or having existing tutorials that they want to offer, feel free to PM me. Thanks. I feel something like this would greatly benefit people new to modding.

    • Like 3